Civilization IV
Ethnically Diverse Units (1.25)
It always bugged me that many units in Civ4 look completely out of place with their respective civs. So, I decided to add some more ethnically correct units into the game.
Specialist Stacker Mod v0.8
This mod "stacks" the specialized citizens, super specialized citizens and angry citizens instead of displaying them side-by-side.
Favorite Religion v0.2
This mod provides the ability to make some leaders more historically accurate by helping the AI to pick a particular leader's state religion.
European Middle Ages Resurrection
The European Middle Ages Resurrection Mod is a continuation of the project first started by hr_oskar. The mod details the history of Europe, the near East, and North Africa from about 500 AD to about 1500 AD.
Influence Driven War v1.1
This mod consists of two parts: Combat Influence and Active city resistance.
Multi-Building Unit Requirement Mod (v0.1)
This mod adds the ability to specify multiple required and optional buildings needed to building units. Any buildings added in between the PrereqBuildings tag will now be required to build the unit.
Inquisition Mod (v0.3)
The first and most distinctive difference between this inquisition mod and others is that the AI fully understands how to use the new inquisition units.
Building Civic Prereqs v0.2
This mod adds new tags allowing for the specification of one or more civics as prerequisites for constructing a building.
Upgradeable Buildings mod (v0.2)
This mod implements the concept of upgradeable buildings and buildings that when constructed obsolete a building in the Installation.
Civics Resources Mod (v0.1)
This mod adds the tags to enable a civic to give a civilization free bonuses when the player switches to that civic.
Lost Wonders Mod (v1.0)
This mod introduces new factions and new promotions which really add a boost and a whole new level to the game.
MAD Nukes Mod (0.3.2)
The M.A.D. Nukes Mod, or the Mutually Assured Destruction Nukes Mod, changes the way that ICBM (better known as nukes) work in the game depending on the configuration of the mod.
Regiment mod adapted with EDU
An adaptation of seZereth's Regiments Mod, Rabbit, White's EDU and Teg_Navanis's Units Statistics, and some modern flavor/civ specific units. Now including Porges formations, and more added !
Air Forces Mod (v0.1)
This new mod gives the ability to airborne units to gain experience points.
Tectonics (v0.39)
It simulates a (very very rough) tectonics plate system. The result is continents with mountain ranges, either inland (Himalaia-like) or, often, near the coasts (Andes, Rocky mountains...).
Route Pillage Mod (0.1)
With the changes this mod introduces you will be able to pillage/destroy routes separately from improvements.
Pirated Mod (v0.3)
This mod basically enables barbarian unis to be spawned in oceans more realisticly.
Dales Combat Mod (v1.0)
Introducing Dale's Combat Mod v1.0! Bombard your enemy units, improvements and cities using ranged bombardment, and rain terror on the cities and units of your enemies with your cruise missiles and strategic nuclear warheads.
Nuke Anywhere SDK Mod
A few straightforward changes to allow targeting of nukes anywhere, not just enemy territory.
Trade Routes
This mod increases the number of trade routes available and more.
Super Civ Mod Fix
If you have a problem with diplofile this is a hotfix.
Great Options Mod, Core Edition (v0.1.8)
The great options mod is just that a mod that provides players the flexibility to configure and tune as many options as they want.
Improvements Outside Borders (v0.1)
The Improvements Outside Borders mod adds a new tag in the CIV4TerrainSchema.xml, that lets mod makers indicate if a particular plot improvement can be built by a worker outside of a players civilization's cultural borders.
Water Animals Mod (v0.1)
This mod basically enables animals to be automatically spawned in oceans if they have their feature or terrain native values set correctly.
Tank Pack
I have included all the tanks that I have enjoyed in one little pack.
Unique Barbarian Mod (v0.2)
This mod changes the types of barbarians that will appear in the game from warrior, swordsman, axeman, archer and longbowman to Geirrman, Helwyr, Huskarl and Norse Axeman.
Imigration Mod (v0.4.5)
Immigration has always been a part of the history of the world and now it can be part of the history of your game.
Great Options Mod, Core Edition (v0.1.7)
The great options mod is just that a mod that provides players the flexibility to configure and tune as many options as they want.
Alternate Religions
This mod replaces all of the religions in the game with made up, but hopefully realistic seeming, religions.
Reformation mod
This mod takes a focus on Germany, and of course, it adds new civs, and new religions.
Robo Composite Mod
Every standard civ gets a second unique unit which has a new skin, new name (in all languages), a new icon and civilopdia description (english and german).
Green Mod (1.3)
This updates the mod to v 1.3. The new bonus resources all have their icon for cityscreen, for map, for worldeditor, and for civilopedia.
ActualQuotes Diplomacy Text
This mod replaces the original leader-specific diplomacy text with text based around things these leaders’ real-life counterparts actually said –- some famous quotes, and some not so famous.
Enchanced Wonders Info Screen
This mod makes changes to the Wonder section of the Info screen.
UN Resolution Modification
This mod changes the way the UN runs, in that it adds options to have any civic as a global civic.
Special Domestic Advisor (1.0)
This mod makes some additional changes to the Domestic Advisor.
Mylon Mod (0.26)
The idea of this mod is big cities, more meaningful cultural clashes, and somewhat slower gameplay to make for more interesting battles.
Industrial Trait Mod
This mod takes away the wonder bounus that industrial gets and instead replaces it with with a +1 hammer on plots with 2 hammers.
Caravans & Supply Trains
This mod adds two new units, the Caravan and the Supply Train.
Realistic Religions Mod Including Zoroastrianism
This is a mod to make religion a bit more realistic in the game. No more Hindus eating Cows, Jews and Muslims eating Pigs, Jewish missionaries, etc.
Civilization IV: Religious Victory
A small modification that allows religious victory. A religious victory can be obtained by controlling a Holy City and spreading the religion of that Holy City to sixty percent of the world's population.
The Bloody Hell Mod (1.2)
This mods goal is to provide an alternative economic and military progression to enrich the gameplay experience. A list of changes which have been made in this project are listed below.
FexFX - Bigger & Longer (0.5)
This Mod adds two new game speeds and a new larger map size.
Improved Road
This is a mod that adds commerce on road and railroad, add terrain transforming and restore worker ability to plant forest.
Random Events (1.3)
Added droughts and fertility. Also fixed a rare bug with a big earthquake where it could delete improvements on plots which were a fair distance from the source of the earthquake.
Huge & Giant
Marvin 'Lord Magic' Davenpor has added two map size options to the game. They are Xlarge at 160x100 and Giant at 192x120. The map setup times are (3 to 5 minutes) and (9 minutes) respectively
Dynastic Speed
To go with the Gigantic Map mod, I've created a mod that slows down the game even further than the Epic setting. I call it Dynastic. It also significantly extends the total number of turns in the game.
Tradeable Mod
The Tradeable mod is designed to make it easier to tell for which resources you have extras. This makes it easier to make resource trades with other Empires.
Civilization's 4 - Realism Mod (0.6)
To make an expanded and more realistic modification to civ4, allowing for longer games, longer wars, and more intense gameplay with a bit higher difficulty and learning curve to properly manage and compete in the game.
Promotion & Trait Mod (0.4)
This mod will add 22 promotions to the exciting ones. It will also add 4 traits that only can be added in the editor.
Mastery Victory (v1.0)
The motivation behind this mod stemmed from a basic dissatisfaction with games occasionally ending under what seemed to be cheap victories.
Influence Driven War (v1.0)
In the game the culture is generated only by cities using buildings/specialists, and it spreads from them to surrounding territory. Each square (plot, tile) in the game stores accumulated culture for each player individually.
Favorite Religion (v0.1)
This mod provides the ability to make some leaders more historically accurate by helping the AI to pick a particular leader's state religion.
Multi-Bonus Building Requirement Mod (v0.1)
This mod changes the behavior of the PrereqBonuses tag and adds the PrereqOrBonuses tag that retains the original behavior of the PrereqBonuses tag.
M.A.D. Nukes Mod (v0.3.1)
The M.A.D. Nukes Mod, or the Mutually Assured Destruction Nukes Mod, changes the way that ICBM (better known as nukes) work in the game depending on the configuration of the mod.
M.A.D. Nukes Mod (v0.3)
The M.A.D. Nukes Mod, or the Mutually Assured Destruction Nukes Mod, changes the way that ICBM (better known as nukes) work in the game depending on the configuration of the mod.
Tectonics (.35)
This mod makes it so continents will slowly shift around and seperate, creating mountain ranges and entirely new continents.
Fall From Heaven 2 Patch (v0.15b)
Fall from Heaven is a fantasy mod for Civilization 4 that brings more focus on the Religion and Promotion aspects of the game.
Water Animals mod (v0.1w)
This mod basically enables animals to be automatically spawned in oceans if they have their feature or terrain native values set correctly.
Specialist Stacker (0.7w)
This mod "stacks" the specialized citizens, super specialized citizens and angry citizens instead of displaying them side-by-side.
Pirate Island
This mod is intended to be played with a small-ish ocean heavy map with a number of other civs, to create the feel of colonies in tropical islands.
Sevo Mod 3.0 Tech Leak Addon
The mod causes "tech leak" to occur over city trade routes.
Ethnically Diverse Units (v1.47)
The units come in a mod since obviously this is more than just graphical modifications. Each unit is setup as a unique unit for one or more appropriate civs. They do not however, have different stats.
Unit Statistics Mod v1.37
This mod adds some unit and player statistics. To see them, simply select a unit and press U. If no unit is selected, the player statistics will load instead.
Pirates Mod (v0.1)
This mod basically enables barbarian unis to be automatically spawned in oceans.
Robo Composite Mod (1.1)
A new version has come, of the Robo Composite Mod. The mod itself is not a mod, but a collection of the Random Events Mod by DireAussie.
The War of Ascension
This mod adds a nifty feature. It adds a new way to win! The way to win is to grab a hero, and make him an avatar.
Fall From Heaven (0.7)
The mod does (unfortunately) not add any new civilizations. And it is not a historical mod.
Great People Mod
Whenever a great person, such as a great artist or prophet is born in any of YOUR cities, a window will popup, showing you a picture and a quote from the great person.
Mylon Mod (0.28)
Added a neat mechanic that I can re-use later: Instead of being obsoleted, buildings can "morph" from one form to another.
Snaitf's Show Attitude Mod
It was requested that the civ scores table in the bottom right of screen also show their attitude towards you without having to mouse-over all of them from time to time.
Videogame Religion Mod
My mod changes the current religions into game companies/developers.
B Dive's Mod
This is a general mod that address many minor issues with in the game.
Snaitf's Demolition Mod
This mod allows you to demolish buildings within your city and demolish your cities altogether.
Auto Log (1.1)
A mod to facilitate note taking, with succession games in mind.
Current Turn At-A-Glance Mod
As a small other change I made, this mod removes(well, sets to 99) the 6 citizens restriction from the city screen.
The Ancient Mediterranean MOD
Finally, the epic modification for Civilization 3 is coming back for Civilization 4. It's just in the beginning stages, but there are already twelve ancient civilizations.
Tech Conquest (0.2)
TechConquest is designed to give a tech boost from conquering enemy cities. When an enemy city is conquered, a list of techs the enemy has that your empire doesn't is created. From that list a random tech is selected.
Current Turn At-A-Glance Mod (Zero)
As a small other change I made, this mod removes(well, sets to 99) the 6 citizens restriction from the city screen.
Green Mod (1.0)
In my Mod you can simply plant a new forest just with a worker. I like to have a green empire and maybe some others do so too.






